(The following list of gameplay mechanics will be added on to as production continues.)
-- NO WORLD MAP: all traveling across the continent is done screen-to-screen in "The Field", allowing for a more realistic gaming experience. Players will have access to a map to help them navigate the large expanses of the continent Ignatus and the myriad of cities, environments, and hostile territories therein. Players will have many open-world experiences and will have to determine which areas are suitable to be in and which are beyond their characters' abilities.
-- NO RANDOM BATTLES: all foes will be represented by sprites on-screen that have various behavior patterns. Some enemies will be passive, only fighting when threatened, while others will pursue the player relentlessly when they come in sight. Simulated vision will be implemented for aggressive enemies to allow for chances to avoid their awareness.
-- OVERCLOCKED DBS: the core default battle system of RM2k3 will be pushed to its limits with customization to ensure the heart of gameplay is enjoyable and refreshing while also being faithful to turn-based battle mechanics of the past. Character sprites are customized to reflect realistic scaling and provide appealing aesthetics for the player. Unique character techniques and diverse roles will keep battles fresh and engaging.
-- STREAMLINED MENUS: to allow for various gameplay mechanics to be utilized, a custom menu system is necessary. While the default menu will be heavily relied upon, a minimalist CMS will enable the player to easily refer to their map, set up camp, and check resources.
-- AURA SYSTEM: instead of each character having individual magic/mana pools, the squad will share a common collection of points used to cast spells and use techniques. Aura will be replenished after each battle in amounts dependent on the defeated foes. Items will also provide aura, but will be uncommon.
-- REPUTATION SYSTEM: each defeated foe will yield reputation points, exchangeable for powerful items and necessary to participate in various side-quests and other offerings.
-- CAMPING: recovering health, healing status ailments, and saving will require specific items. This will be implemented in a fair manner and allow the player to save and recoup anywhere in The Field without diminishing difficulty. Furthermore, when players only have one or two of the required items, they will be able to use what they have to gain partial benefits.
-- MORALITY SYSTEM: story arcs will have options to act morally and immorally. Decisions will result in consequences big and small throughout the player's journey.
-- PLANT GATHERING: throughout travels across The Field the player will come across various flora used for item crafting and trading. Plants will grow through simulated time passage and will only be collectible when in full bloom. The ability for being able to determine when blooming will take place will rely on how much training the main character has in their herbalism skill.
-- ITEM CRAFTING: all sorts of items, from potions to weapons to armor to key items, will be able to be crafted when the correct components are gathered. Crafting ability will be dependent on the skill level of the main character.
-- LEADERSHIP SYSTEM: players will be able to select a group leader, which will not only allow the player to choose which character represents the party on screen, but will also give bonuses to the party in and out of battle.
-- NO WORLD MAP: all traveling across the continent is done screen-to-screen in "The Field", allowing for a more realistic gaming experience. Players will have access to a map to help them navigate the large expanses of the continent Ignatus and the myriad of cities, environments, and hostile territories therein. Players will have many open-world experiences and will have to determine which areas are suitable to be in and which are beyond their characters' abilities.
-- NO RANDOM BATTLES: all foes will be represented by sprites on-screen that have various behavior patterns. Some enemies will be passive, only fighting when threatened, while others will pursue the player relentlessly when they come in sight. Simulated vision will be implemented for aggressive enemies to allow for chances to avoid their awareness.
-- OVERCLOCKED DBS: the core default battle system of RM2k3 will be pushed to its limits with customization to ensure the heart of gameplay is enjoyable and refreshing while also being faithful to turn-based battle mechanics of the past. Character sprites are customized to reflect realistic scaling and provide appealing aesthetics for the player. Unique character techniques and diverse roles will keep battles fresh and engaging.
-- STREAMLINED MENUS: to allow for various gameplay mechanics to be utilized, a custom menu system is necessary. While the default menu will be heavily relied upon, a minimalist CMS will enable the player to easily refer to their map, set up camp, and check resources.
-- AURA SYSTEM: instead of each character having individual magic/mana pools, the squad will share a common collection of points used to cast spells and use techniques. Aura will be replenished after each battle in amounts dependent on the defeated foes. Items will also provide aura, but will be uncommon.
-- REPUTATION SYSTEM: each defeated foe will yield reputation points, exchangeable for powerful items and necessary to participate in various side-quests and other offerings.
-- CAMPING: recovering health, healing status ailments, and saving will require specific items. This will be implemented in a fair manner and allow the player to save and recoup anywhere in The Field without diminishing difficulty. Furthermore, when players only have one or two of the required items, they will be able to use what they have to gain partial benefits.
-- MORALITY SYSTEM: story arcs will have options to act morally and immorally. Decisions will result in consequences big and small throughout the player's journey.
-- PLANT GATHERING: throughout travels across The Field the player will come across various flora used for item crafting and trading. Plants will grow through simulated time passage and will only be collectible when in full bloom. The ability for being able to determine when blooming will take place will rely on how much training the main character has in their herbalism skill.
-- ITEM CRAFTING: all sorts of items, from potions to weapons to armor to key items, will be able to be crafted when the correct components are gathered. Crafting ability will be dependent on the skill level of the main character.
-- LEADERSHIP SYSTEM: players will be able to select a group leader, which will not only allow the player to choose which character represents the party on screen, but will also give bonuses to the party in and out of battle.










